Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.
DOORS Site Logo

Welcome to the Official DOORS Wiki!
Please read the Wiki Rules the Manual of Style and familiarise yourself with our Wiki Policies before contributing to get a better understanding of what content is allowed on our wiki and how to display it properly, if you need help don't hesitate to reach out to a DOORS Wiki Staff Member.

Editing Ambush

From DOORS Wiki

All contributions must follow the Manual of Style and the Wiki Rules.

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
IHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERS{{About|Ambush|[[AR0xMBUSH]], the glitched counterpart of Ambush}}{{Entities
{{About|Ambush|[[AR0xMBUSH]], the glitched counterpart of Ambush}}
{{Entities
|title=Ambush
|title=Ambush
|image=
|image=
<gallery>
<gallery>
Ambush2.png|Version 3 (Current)
Ambush2.png|Version 3 (Current)
AmbushUnusedOldestSprite.png|Version 2.5
Ambush Original.png|Version 2 (Scrapped)
Ambush Original.png|Version 2 (Scrapped)
Morble.png|Version 1 (Mobble)
Morble.png|Version 1 (Mobble)
</gallery>
</gallery>
|attack = *Rushes through multiple rooms, rebounding 3-4 times, killing any player in its line of sight.
|attack=Rushes through multiple rooms, rebounding 1-4 times, killing anyone on sight.
|damage =
|damage=
* {{Icons|Damage}} 100
*{{Icons|Damage}} 100
* {{Icons|Damage}} 75 (PARTY MODE)
*{{Icons|Damage}} 75 (RANKED MODE)
* {{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!, HOTEL-)
*{{Icons|Instakill}} Instant Death (SUPER HARD MODE!!!, Hotel- Modifier)
|date_added = August 10, 2022
|date_added=August 10, 2022
|creator(s) =
|creator(s)=
* [[Lightning_Splash]] (programming)
*[[Lightning_Splash]] (programming)
* [[Ghostly Wowzers]] (designs)
*[[Ghostly Wowzers]] (designs)
|floors = Canon Floors
|floors=Canon Floors
* [[The Hotel]]
*[[Hotel|The Hotel]]
* [[The Mines]]
*[[The Mines]]
* [[Floor 3]] (Very Likely)
*[[Floor 3]] (Likely)
Non-Canon Floors
Non-Canon Floors
* [[SUPER HARD MODE!!!]]
*[[SUPER HARD MODE!!!]]
* [[Retro Mode]]
*[[Retro Mode]]
* [[2025 April Fools Event|PARTY MODE]]
*[[2025 April Fools Event|RANKED MODE]]
Other Floors
Other Floors/Modifiers
*Hotel- Modifier
*HOTEL-
|sound1 = *'''Arrivals'''
|sound1=*'''Arrivals'''
Arrival
Arrival
[[File:Ambusharrival.mp3]]
[[File:Ambusharrival.mp3]]
Earthquake (Mines)
Earthquake (Mines)
[[File:EarthquakeSFX.ogg]]
[[File:EarthquakeSFX.ogg]]
|sound2 = *'''Ambients'''
|sound2=*'''Ambients'''
Far
Far
[[File:AmbushScream.mp3]]
[[File:AmbushScream.mp3]]
Near
Near
[[File:Ambush Near Noise.mp3]]
[[File:Ambush Near Noise.mp3]]
|sound3 = *'''Jumpscares'''
|sound3=*'''Jumpscares'''
Jumpscare #1 (WARNING: EXTREMELY LOUD)
Jumpscare #1 (WARNING: EXTREMELY LOUD)
[[File:JumpscareAmbushScream.mp3]]
[[File:JumpscareAmbushScream.mp3]]
Jumpscare #2 (WARNING: LOUD)
Jumpscare #2 (WARNING: LOUD)
[[File:Ambushjumpscare.mp3]]
[[File:Ambushjumpscare.mp3]]
|sound4 = *'''Lights'''
|sound4=*'''Lights'''
Bulb Flicker (Hotel-)
Bulb Flicker (Removed)
[[File:BulbFlicker.wav]]
[[File:BulbFlicker.wav]]
Bulb Break [[File:BulbBreak.wav]]
Bulb Break [[File:BulbBreak.wav]]
|sound5 = *'''Miscellaneous'''
|sound5=*'''Miscellaneous'''
Crucified (WARNING: LOUD)
Crucified (WARNING: LOUD)
[[File:AmbushCrucifixHQ.mp3]]
[[File:AmbushCrucifixHQ.mp3]]
|sound6=
|spawnRate = Increases as you progress through more rooms.
|sound7=|caption=|spawnRate=*Very Low (Beginning)
|type = Hostile (Lethal)
More common when getting further in the game}}<choose uncached="">
}}

<choose uncached="">
<option>{{Quote|Coming back for seconds!|'''Rebound''' [[Achievement]] description}}</option>
<option>{{Quote|Coming back for seconds!|'''Rebound''' [[Achievement]] description}}</option>
<option>{{Quote|You died to Ambush. You might need to hop in and out of your hiding spot a couple of times.|[[Guiding Light]]}}</option>
<option>{{Quote|You died to Ambush. You might need to hop in and out of your hiding spot a couple of times.|[[Guiding Light]]}}</option>
</choose>
</choose>

'''Ambush''' is a lethal uncommon [[List of Entities|entity]] in ''[[DOORS]]'', appearing in both [[The Hotel]] and [[The Mines]].
'''Ambush''' is a lethal uncommon [[List of Entities|entity]] in ''[[DOORS]]'', appearing in both [[The Hotel]] and [[The Mines]].


== {{Icons|Overview}} Appearance ==
=={{Icons|Overview}} Appearance==
<tabber>
<tabber>
Version 3 (Current)=
Version 3 (Current)=
''Ambush'' takes on the appearance of a distorted white face with exaggerated proportions. It has a monstrous, abnormally large oval mouth lined with three rows of inner teeth,<ref>[[:File:ProofThatAmbushHas3RowsOfTeeth.jpg|https://doors-game.fandom.com/wiki/File:ProofThatAmbushHas3RowsOfTeeth.jpg]]A extremely brightened version of Ambush's unused sprite (original ambush sprite currently but red and glitchless) which showed that they have 3 rows of inner teeth.
''Ambush'' takes on the appearance of a distorted white face with exaggerated proportions. It has a monstrous, abnormally large oval mouth lined with three rows of inner teeth,<ref>[[:File:ProofThatAmbushHas3RowsOfTeeth.jpg|https://doors-game.fandom.com/wiki/File:ProofThatAmbushHas3RowsOfTeeth.jpg]]A extremely brightened version of Ambush's unused sprite (original ambush sprite currently but red and glitchless) which showed that they have 3 rows of inner teeth.
</ref> a set of large, round, black hollow eyes with gray-green bags under them, as well as emitting a green aura, and a smaller pink one which can only be seen on walls, floors and ceilings. ''Ambush'' is much faster than [[Rush]], and will rebound in an attempt to catch and kill the player off-guard when they least expect it.
</ref> a set of large, round, black hollow eyes with gray-green bags under them, as well as emitting a green aura, and a smaller pink one which can only be seen on walls, floors and ceilings. ''Ambush'' is much faster than [[Rush]], and will rebound in an attempt to catch and kill the player off-guard when they least expect it.

|-|
Version 2.5=
''Ambush''<nowiki/>'s 2.5 version is similar to second version, although it doesn't have a red appendage and looks slightly darker, it's also has more teeth.


|-|
|-|
Version 2=
Version 2=
''Ambush''<nowiki/>'s 2nd version takes the appearance of a less glitchy and more realistic face, with red shading as its eyes and mouth are both blood red. It has what looks to be a red appendage sticking out the bottom, and looking like a blood-like ghost.
''Ambush''’s 2nd version takes the appearance of a less glitchy and more realistic face, with red shading as it’s eyes and mouth are both blood red. It has was looks to be a red appendage sticking out the bottom, and looking like a blood like ghost.


|-|
|-|
Version 1=
Version 1=
''Ambush''<nowiki/>'s oldest version is similar to version 2, but with pupils, a dark red “fire” under it, and with no teeth.
''Ambush''’s oldest version is similar to version 2, but with pupils, a dark red “fire” under it, and with no teeth.


</tabber>
</tabber>


== {{Icons|Behavior}} BehaviorIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERS ==
== {{Icons|Behavior}} Behavior ==
''Ambush'' has a minimal but growing chance to appear as the player progress. In [[The Hotel]], it can show up as early as Door 2 to as late as Door 87, with a higher likelihood after The Library (Door 50), specifically between doors 82–87. Despite being relatively rare, players should still prepare to face Ambush at least once during a complete playthrough. In [[The Mines]], Ambush has a lower appearance probability and can also appear in rooms that follow.
''Ambush'' has a minimal but growing chance to appear as the player progress. In [[The Hotel]], it can show up as early as Door 2 to as late as Door 87, with a higher likelihood after The Library (Door 50), specifically between doors 82–87. Despite being relatively rare, players should still prepare to face Ambush at least once during a complete playthrough. In [[The Mines]], Ambush has a lower appearance probability and can also appear in rooms that follow.


Upon spawning, Ambush emits a high-pitched distorted "scream" and rapidly moves through rooms (with no flickering lights following the Hotel+ Update), eliminating any playersIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERS
Upon spawning, ''Ambush'' emits a high-pitched distorted "scream" and rapidly moves through rooms (with no flickering lights following the Hotel+ Update), eliminating any players not in a hiding place or "safe spot" during its attack. When it reaches an unopened door, it passes through it (without opening) and into the next room, pausing briefly before turning around and retracing its steps through previous rooms. This behavior, known as rebounding, can occur between 3-4 times (up to 12 times before the Hotel+ Update, and 6 before The Mines Update) before despawning. When it reaches a closed door (doors close as players advance), it pauses for a few seconds before either disappearing or changing direction and repeating the process.


*spawn during [[Seek#Behavior|Seek's]] crescendo.
=== Notes ===
*As of March 15, 2024, it can be observed that ''Ambush'' deals 100 [[damage]], which means that it technically does not instantly kill players; if a player has an "over-heal" from a [[Vial of Starlight]], [[Bottle of Starlight]], or [[Jug of Starlight]], they will be able to survive a hit from ''Ambush''. The "Cough Drop" [[candy]] can also give the player enough overheal to survive.

*How early ''Ambush'' can spavvIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSwn in a run has been changed twice:
* After [[The Hunt Update]], ''Ambush'' can spawn during [[Seek#Behavior|Seek's]] crescendo.
**IHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSIHATENIGGERSd spawn as early as Door 5.<ref>https://www.speedrun.com/roblox_doorsce/runs/mro4r5dm<nowiki/>Ambush% WR before the Hotel+ update.</ref>
* As of The Hunt Update, it can be observed that ''Ambush'' deals 100 [[damage]], which means that it technically does not instantly kill players; if a player has an "over-heal" from a [[Vial of Starlight]], [[Bottle of Starlight]], or [[Jug of Starlight]], they will be able to survive a hit from ''Ambush''. The "Cough Drop" [[candy]] can also give the player enough overheal to survive.
**When the Hotel+ Update released on January 28, 2023, it could spawn as early as Door 2.<ref>https://www.speedrun.com/roblox_doorsce/runs/m7267j9z<nowiki/>Ambush% WR after Hotel+ but before the change.
* How early ''Ambush'' can spawn in a run has been changed twice:
** Before [[The Hotel+ Update]], it could spawn as early as Door 5.<ref>https://www.speedrun.com/roblox_doorsce/runs/mro4r5dm<nowiki/>Ambush% WR before the Hotel+ update.</ref>
** When The Hotel+ Update released on January 28, 2023, it could spawn as early as Door 2.<ref>https://www.speedrun.com/roblox_doorsce/runs/m7267j9z<nowiki/>Ambush% WR after Hotel+ but before the change.
Ambush spawns in door 3.</ref>
Ambush spawns in door 3.</ref>
* Although it is likely that ''Ambush'' will spawn at least once in a full run, it is possible to complete the game without encountering ''Ambush''. In contrast, ''Ambush'' can spawn up to 2, 3, or even 4 times in a single run.<ref>https://www.youtube.com/watch?v=apD6PcX_OPE</ref>
*Although it is likely that ''Ambush'' will spawn at least once in a full run, it is possible to complete the game without encountering ''Ambush''. In contrast, ''Ambush'' can spawn up to 2, 3, or even 4 times in a single run.<ref>https://www.youtube.com/watch?v=apD6PcX_OPE</ref>
* Entering [[The Dining Hall]] or [[The Bridges]] will despawn ''Ambush'' (unless the "Again & Again & Again" [[Modifiers|modifier]] is enabled).
*Entering Halt's [[The Dining Hall|Dining Hall]] or [[The Bridges]] will despawn ''Ambush'' (unless the "Again & Again & Again" [[Modifiers|modifier]] is enabled).
* Similar to [[Rush]], ''Ambush''<nowiki/>'s hitbox operates off of ray-casting. This means that aside from intended [[hiding]] places, players can "hide" from ''Ambush'' by being in an area that is outside of its line of "sight," such as basements, blocked stairwells, sub-rooms, or behind or beside certain objects, or anywhere beyond its ray-casting distance. These areas are known as "safe spots."
*Similar to [[Rush]], ''Ambush''<nowiki/>'s hitbox operates off of ray-casting. This means that aside from intended [[hiding]] places, players can "hide" from ''Ambush'' by being in an area that is outside of its line of "sight," such as basements, blocked stairwells, sub-rooms, or behind or beside certain objects, or anywhere beyond its ray-casting distance. These areas are known as "safe spots."
* This may not work in th<nowiki/>e open as Ambush's hitbox is slightly farther then Rush's.
*This may not work in th<nowiki/>e open as Ambush's hitbox is much farther then Rush's.
** Safe spots can also be applied to Rush.
**Safe spots can also be applied to Rush.
**''Ambush'' (as well as Rush) is able to randomly deviate (including passing through walls) from the "path" it is intended to travel on, which is known as a "path bug." This may cause its ray-casting to enter safe spots, causing any players using those spots to die.
** Hotel - To avoid dying, count the number of times you go through the door. The round trip counts as one visit. After this visit, leave the closet and go back in as soon as you hear him return. - Mines - In the mines, it's not like in the hotel. In Ambush's case, when you hear him coming. Look for two closets; why? Because as soon as you finish hiding in a closet, you'll hear a noise: it's Hide. But Ambush comes back several times, and if you try to hide in the same closet, Hide will stop you and Ambush will kill you.
**''Ambush''<nowiki/>'s ray-casting origin is higher than that of Rush's, meaning that certain safe spots, such as crouching behind fallen bookshelves and beside beds, will protect players from Rush, but not from ''Ambush''.
** ''Ambush'' (as well as Rush) is able to randomly deviate (including passing through walls) from the "path" it is intended to travel on, which is known as a "path bug." This may cause its ray-casting to enter safe spots, causing any players using those spots to die.
***To reduce their chance of [[Death Screen|death]], players should crouch while using "shorter" safe spots (e.g. luggage carts) to hide from ''Ambush''. This is because crouching lowers the height of their "HumanoidRootPart", which is ''Ambush''<nowiki/>'s ray-cast destination.
** ''Ambush''<nowiki/>'s ray-casting origin is higher than that of Rush's, meaning that certain safe spots, such as crouching behind fallen bookshelves and beside beds, will protect players from Rush, but not from ''Ambush''.
**Previously, ''Ambush''<nowiki/>'s ray-casting distance was much larger than that of Rush. However, soon after [[The Mines]] Update, ''Ambush''<nowiki/>' ray-casting was changed to be smaller and much closer in size to Rush's ray-casting distance.
*** To reduce their chance of [[Death Screen|death]], players should crouch while using "shorter" safe spots (e.g. luggage carts) to hide from ''Ambush''. This is because crouching lowers the height of their "HumanoidRootPart", which is ''Ambush''<nowiki/>'s ray-cast destination.
**Ambush also has a <nowiki/>mechanic that is NOT part of raycasting that Rush does not have. You cannot look at Ambush unless in a <nowiki/>hiding spot (e.g. a Closet) or you'll take 100 damage, even if you're in a safe spot.
** Previously, ''Ambush''<nowiki/>'s ray-casting distance was much larger than that of Rush. However, soon after [[The Mines]] Update, ''Ambush''<nowiki/>' ray-casting was changed to be smaller and much closer in size to Rush's ray-casting distance.
*''Ambush'' '''cannot''' spaw<nowiki/>n in the following rooms:
** Ambush also has a <nowiki/>mechanic that is NOT part of raycasting that Rush does not have. You cannot look at Ambush unless in a <nowiki/>hiding spot (e.g. a Closet) or you'll take 100 damage, even if you're in a safe spot.
**Rooms with insufficient hiding spots (Can spawn with certain [[Modifiers]] or if number of players exceed 4)
* ''Ambush'' '''cannot''' spaw<nowiki/>n in the following rooms:
**Doors 1, 49, 51, 88
** Rooms with insufficient hiding spots (Can spawn with certain [[Modifiers]] or if number of players exceed 4)
**[https://doors-game.fandom.com/wiki/The_Hotel#Dark_Rooms Dark rooms], including [[the Greenhouse]] which comprises Doors 90-99 (Can spawn with certain Modifiers)
** On The Hotel Doors: 1, 2, 49, 51, 62
***'''except''' for [[the Basement]], Door 61
** On The Mines Doors: 101, 102, 137, 138, 139, 140, 141, 151, 198, 199.
**Safe rooms
** [https://doors-game.fandom.com/wiki/The_Hotel#Dark_Rooms Dark rooms], including [[the Greenhouse]] which comprises Doors 90-99 (Can spawn with certain Modifiers)
***[[The Reception]], Door 0
** Safe rooms
*** [[The Reception]], Door 0
***[[Jeff Shop]], 53–59, 153–162
***[[The Infirmary]], variable
*** Hotel's Small library
***[[The Courtyard]], Door 89
*** Hotel's Skinny Hallway
*** Pre-Jeff shop room hallway ([[The Hotel]] & [[The Mines]]).
***[[The Adit]], Door 100.5
**[[Seek]]'s chases
*** [[Jeff Shop]], Door 53–59, 153–162
***[[The Grand Hallway]], variable
*** [[The Rooms]]'s subfloor entrance. Door 60
***[[The Caverns]], Doors 142–149
*** Mega Gate Basement, Door 61
***[[The Sewage Pipes]], Doors 169–179
*** Pre-Infirmary room
*** [[The Infirmary]], variable
**[[Halt]]'s sequences
***[[The Dining Hall]], variable
*** Pre-Courtyard room, Door 88
*** [[The Courtyard]], Door 89
***[[The Bridges]], variable
**Bossfight sequences
*** [[The Adit]], Door 100.5
***[[The Library]], Door 50 (Can spawn with certain Modifiers)
** [[Seek]]'s chases
***[[The Electrical Room]], Door 100
*** The room previous from Seek intro chase room (The Hotel & The Mines).
***[[The Shafts]], variable
*** The room after the seek chase (The Hotel & The Mines).
*** [[The Grand Hallway]], variable
***[[The Nest]], Door 150
*** [[The Caverns]], Doors 142–149
***[[The Dam]], Door 200
*** [[The Sewage Pipes]], Doors 169–179
** [[Halt]]'s sequences
*** The next or previous room from a [[Halt]] encounter (The Hotel & The Mines).
*** [[The Dining Hall]], variable
*** [[The Bridges]], variable
** Bossfight sequences
*** [[The Library]], Door 50 (Can spawn with certain Modifiers)
*** [[The Electrical Room]], Door 100
*** [[The Shafts]], variable
*** [[The Nest]], Door 150
*** [[The Dam]], Door 200
* In The Mines, ''Ambush'' has a lower spawn rate than in [[The Hotel]].
* In The Mines, ''Ambush'' has a lower spawn rate than in [[The Hotel]].
* The lighting will dim slightly when ''Ambush'' is close to a room a player is in. The same goes for Rush.
*The lighting will dim slightly when ''Ambush'' is close to a room a player is in. The same goes for Rush.
* ''Ambush'' will shake the screen the closer you are to it.
*''Ambush'' will shake the screen the closer you are to it.
** Before the Hotel+ Update, the lights flickered when ''Ambush'' spawned. After the Hotel+ Update, the lights no longer flickered when ''Ambush'' spawned. In The Mines, ''Ambush'' causes an earthquake to start as a warning.
*Before the Hotel+ Update, the lights flickered when ''Ambush'' spawned. After the Hotel+ Update, the lights no longer flickered when ''Ambush'' spawned. In The Mines, the lights flicker when ''Ambush'' spawns, and an earthquake starts, similar to when Rush spawns in The Mines.
* Before the Hotel+ Update, ''Ambush'' would spawn immediately when players opened the door that spawned it. As of the Hotel+ Update, the spawn timi<nowiki/>ng for Ambush (and Rush) is randomized, meaning that its spawn may be delayed by a few seconds after a new door is opened.
*Before the Hotel+ Update, ''Ambush'' would spawn immediately when players opened the door that spawned it. As of the Hotel+ Update, the spawn timi<nowiki/>ng for Ambush (and Rush) is randomized, meaning that its spawn may be delayed by a few seconds after a new door is opened.
*''Ambush'' can spawn twice back to back in The Mines.
* ''Ambush'' used to be one of the very entities to break the lights. However, after The Mines update, ''Ambush'' no longer breaks the lights for unknow<nowiki/>n reasons.
===[[2023 April Fools Event|Super Hard Mode]]===
* ''Ambush'' can spawn twice back to back in The Mines.
** ''Ambush'' can also spawn twice in The Hotel with only one door between each encounter.
*''Ambush'' has a greater chance of spawning earlier in the run.
*''Ambush'' is almost guaranteed to rebound more than 4 times and has the chance to rebound 20+ times.{{Fact}}

=== [[2023 April Fools Event|SUPER HARD MODE!!!]] ===
* ''Ambush'' has a greater chance of spawning earlier in the run.
* Since this happened during [[The Hotel+ Update]], ''Ambush'' still had its ability to break the lights.
* ''Ambush''<nowiki/>'s rebounding mechanic back then was different compared to now as this happened during The Hotel+ Update.
* ''Ambush'' is almost guaranteed to rebound more than 4 times and has the chance to rebound 10+ times.{{CN}}

=== [[2024 April Fools Event|RETRO MODE]] ===
* ''Ambush'' spawns more often.


=== [[2025 April Fools Event|PARTY MODE]] ===
===[[2024 April Fools Event|Retro Mode]]===
* ''Ambush'' rebounds only two times.
* ''Ambush''<nowiki/>'s first rebound is the same mechanic as it was before the Mines update.
* ''Ambush''<nowiki/>'s second rebound is the current rebounding mechanic.


*''Ambush'' spawns more often.
=== HOTEL- ===
* ''Ambush'' was more likely to spawn during 90-98 since Greenhouse didn't exist.
* ''Ambush'' flickered the lights as a warning.
* ''Ambush'' still had its ability to break the lights as this happened in the early stages of the game (Before [[The Mines Update]])
* ''Ambush''<nowiki/>'s rebounding mechanic was the same as in [[2023 April Fools Event|SUPER HARD MODE!!!]].
* ''Ambush'' will rebound 1 to 6 times.


=== Modifiers ===
===Modifiers===


* If the "Again & Again & Again" modifier is enabled, ''Ambush''<nowiki/>'s behavior will change in multiple ways:
*If the "Again & Again & Again" modifier is enabled, ''Ambush''<nowiki/>'s behavior will change in multiple ways:
** It will first spawn/rebound on Door 7.
**It will first spawn/rebound on Door 7.
**If players [[Crucifix|crucify]] ''Ambush'', its spawn may be temporarily delayed into natural spawns again.{{Fact}}
** It will only rebound one time
** If players [[Crucifix|crucify]] ''Ambush'', its spawn may be temporarily delayed into natural spawns again.{{CN}}
** Prior to The Mines Update, "Again & Again & Again" caused it to first spawn on Door 7 and rebound one time every 20–40 seconds, never fully despawning (however, auditory cues implied that it was despawning after each rebound). It could rebound in any room, except in Halt's Hallway and during Seek chases. More than one ''Ambush'' was able to spawn at the same time.
** Prior to The Mines Update, "Again & Again & Again" caused it to first spawn on Door 7 and rebound one time every 20–40 seconds, never fully despawning (however, auditory cues implied that it was despawning after each rebound). It could rebound in any room, except in Halt's Hallway and during Seek chases. More than one ''Ambush'' was able to spawn at the same time.
** This modifier is still bugged, as Ambush will not spawn at all past the first Seek chase in the Hotel though its warning cry will still play.
* If the "Back For Seconds" modifier is enabled, ''Ambush'' will spawn more frequently.
* If the "Back For Seconds" modifier is enabled, ''Ambush'' will spawn more frequently.
* If the "Afterimage" modifier is enabled, ''Ambush'' will travel much faster, and its spawn rate will slightly increase.
*If the "Afterimage" modifier is enabled, ''Ambush'' will travel much faster, and its spawn rate will slightly increase.


== {{Icons|Trivia}} Strategy ==
=={{Icons|Trivia}} Strategy==


* In [[The Hotel]], ''Ambush'' can spawn as early as Door 2 and as late as Door 87, its chances of spawning before [[The Library]] (Door 50) is 5%. It is most <nowiki/>likely to spawn after [[The Library]] (Door 50); ''Ambush''<nowiki/>'s chance to spawn, which increases to 6.66% as [[player]]s progress, is somewhat small. ''Ambush'' is likely to spawn at least once in a full run. In the case of [[The Mines]], Ambush can spawn as early as Door 103 and as late as Door 197.
*Spawning: In [[Hotel|The Hotel]], ''Ambush'' can spawn as early as Door 2 and as late as Door 87, although it is most likely to spawn after [[The Library]] (Door 50); ''Ambush''<nowiki/>'s chance to spawn, which increases to 6.66% as [[player]]s progress, is somewhat small. ''Ambush'' is likely to spawn at least once in a full run.
** If ''Ambush'' spawns in Doors 2, 3, or 4, or 2-3 rooms after a [[Seek]] chase, [[Halt]]'s sequence, The Library, or [[Glitch]] closing a door, there will be fewer rooms between players and ''Ambush'' than there would be elsewhere. Therefore, ''Ambush'' will rebound more quickly; it is recommended that players prepare to [[Hiding|hide]] from ''Ambush'' more quickly.
* Ambush gained an ability to spawn as earliest as Door 2 during Hotel+ update.
**If a player walks into a room with several hiding spots (more than 4), and the lights do not flicker, they should remain vigilant for ''Ambush''<nowiki/>'s spawn cue as it'll be likely to have spawned instead of [[Rush]].
** If ''Ambush'' spawns in Doors 2, 3, or 4, or 2-3 rooms after a [[Seek]] chase, [[Halt]]'s seq<nowiki/>uence, The Library, or [[Glitch]] closing a door, there will be fewer rooms between players and ''Ambush'' than there would be elsewhere. Therefore, ''Ambush'' will rebound more quickly; it is recommended that players prepare to [[Hiding|hide]] from ''Ambush'' more quickly.
*Hiding: It is recommended players only hide once they hear ''Ambush'' coming through. As long as they do this, they can stay in the closet long enough for ''Ambush'' to rebound once. This can make it significantly easier as it removes the unpredictability of when they will come back, as well as significantly reducing the number of times players must hop in and out of closets.
** If a player walks into a room with several hiding spots (more than 4), and the lights do not flicker, they should remain vigilant for ''Ambush''<nowiki/>'s spawn cue as it'll be likely to have spawned instead of [[Rush]].
**Players must hop out quickly afterwards as in some cases if ''Ambush'' takes a longer time to rebound [[Hide]] will be on the verge of kicking them out.
* Hiding: It is recommended players only hide once they hear ''Ambush'' coming through. As long as they do this, they can stay in the closet long enough for ''Ambush'' to rebound once. This can make it significantly easier as it removes the unpredictability of when they will come back, as well as significantly reducing the number of times players must hop in and out of closets.
**It is recommended that players do not hide under a bed, because the entering and exiting animations for beds are longer.
* Hide will take a little more time to kick players out of their hiding spots if Ambush is attacking.
**It is recommended that players account for all visible hiding spots whenever they open a new door. This will ensure that they do not die while looking for a hiding spot if ''Ambush'' (or Rush) spawns.
** Players must hop out quickly afterwards as in some cases if ''Ambush'' takes a longer time to rebound [[Hide]] will be on the verge of kicking them out.
***Hiding behind or beside smaller objects will generally not protect players from ''Ambush''.
** It is recommended that players do not hide under a bed, because the entering and exiting animations for beds are longer.
** It is recommended that players account for all visible hiding spots whenever they open a new door. This will ensure that they do not die while looking for a hiding spot if ''Ambush'' (or Rush) spawns.
**In [[The Mines]], Hide prevents players from hiding in the same hiding place more than once in a row, which means that at least two reachable hiding places are necessary to survive ''Ambush''; players must immediately run to the other hiding spot upon exiting one.
*** Hiding behind or beside smaller objects will generally not protect players from ''Ambush''.
** In [[The Mines]], Hide prevents players from hiding in the same hiding place more than once in a row, which means that at least two reachable hiding places are necessary to survive ''Ambush''; players must immediately run to the other hiding spot upon exiting one.
* Crucifying: Players can use a [[crucifix]] to "banish" ''Ambush''. Because crucifixes are a one-use [[Items|item]], it is best to only crucify ''Ambush'' when a player(s) is struggling to hide from ''Ambush''.
* Crucifying: Players can use a [[crucifix]] to "banish" ''Ambush''. Because crucifixes are a one-use [[Items|item]], it is best to only crucify ''Ambush'' when a player(s) is struggling to hide from ''Ambush''.
** It is recommended that players equip their crucifix while still attempting to survive ''Ambush'' by hiding or using a safe spot. By this method, players are largely protected from ''Ambush'' and may not necessarily have to use their crucifix to survive it.
**It is recommended that players equip their crucifix while still attempting to survive ''Ambush'' by hiding or using a safe spot. By this method, players are largely protected from ''Ambush'' and may not necessarily have to use their crucifix to survive it.
*** There is a small period (lasting a few frames) when entering and exiting hiding places in which crucifixes will be automatically unequipped (the same goes for all other items). Therefore, players will be vulnerable to ''Ambush'' during that period.
***There is a small period (lasting a few frames) when entering and exiting hiding places in which crucifixes will be automatically unequipped (the same goes for all other items). Therefore, players will be vulnerable to ''Ambush'' during that period.

* Although very rarely, Ambush can spawn in Doors 152 in The Mines, and it can take a very long time to rebound and arrive. This is because The Nest and The First Seek Chase Rooms are not fully despawned, so ''Ambush'' moves through the First Seek Chase Rooms and The Nest. It is recommended to have a [[Crucifix]] with you just in case.
* Although very rarely, Ambush can spawn in Doors 152 in The Mines, and it can take a very long time to rebound. This is because The Nest and The First Seek Chase Rooms are not fully despawned. It is recommended to have a [[Crucifix]] with you just in case.


== Jumpscare ==
== Jumpscare ==
Line 206: Line 165:
The [[player]] will be ran over and its upper half will snap.
The [[player]] will be ran over and its upper half will snap.


== {{Icons|Modifiers}} Modifiers ==
=={{Icons|Modifiers}} Modifiers==
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Back For Seconds|textcolor2=#8DC69E|text2=Ambush will attack more.|textcolor3=#8DC69E|text3=Requires 'Unbound'|restrictedmodifiers='Again & Again & Again'|increase=10}}
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Back For Seconds|textcolor2=#8DC69E|text2=Ambush will attack more.|textcolor3=#8DC69E|text3=Requires 'Unbound'|restrictedmodifiers='Again & Again & Again'|increase=10}}
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Again & Again & Again|textcolor2=#8DC69E|text2=Ambush will endlessly attack.|textcolor3=#8DC69E|text3=Requires 'Hotel Hell'|restrictedmodifiers='Back For Seconds'|increase=25}}
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Again & Again & Again|textcolor2=#8DC69E|text2=Ambush will endlessly attack.|textcolor3=#8DC69E|text3=Requires 'Hotel Hell'|restrictedmodifiers='Back For Seconds'|increase=25}}
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Afterimage|textcolor2=#8DC69E|text2=Ambush will attack faster.|textcolor3=#8DC69E|text3=Requires 'Unbound'|increase=10}}
{{Modifier|bordercolor=#ABF1C2|bgcolor=#3D5645|textcolor=#ABF1C2|text=Afterimage|textcolor2=#8DC69E|text2=Ambush will attack faster.|textcolor3=#8DC69E|text3=Requires 'Unbound'|increase=10}}


== {{Icons|Bugs}} Bugs ==
==Bugs==
* The "Rebound" [[achievement]] was broken and unobtainable after [[Update Logs#August|August 26, 2023]] (the [[Modifiers]] Update). It is now fixed.
*The "Rebound" [[achievement]] was broken and unobtainable after [[Update Logs#August|August 26, 2023]] (the [[Modifiers]] Update). It is now fixed.
* If [[players]] have a weak internet connection or are playing with low graphics settings, ''Ambush''<nowiki/>'s glow may remain in rooms for several seconds until lighting updates.
*If [[players]] have a weak internet connection or are playing with low graphics settings, ''Ambush''<nowiki/>'s glow may remain in rooms for several seconds until lighting updates.
*At one point, if a player [[Death Screen|died]] to ''Ambush'', its jumpscare sound would loop indefinitely.
* ''Ambush'' (as well as Rush) currently has a "path bug". This bug is where ''Ambush'' would randomly<nowiki/> deviate from its path. The developers have not stated if they are going to fix this yet.
* At one point, if a player [[Death Screen|died]] to ''Ambush'', its jumpscare sound would loop indefinitely.
**This was due to EchoSoundEffects being applied to ''Ambush''<nowiki/>'s jumpscare even after the sound ceased. It is now fixed.
*When the Hotel+ Update was first released a bug occurred where ''Ambush'' would spawn in the upcoming room instead of the previous room. It would then proceed to rebound in reverse; however, this was fixed shortly after release.
** This was due to EchoSoundEffects being applied to ''Ambush''<nowiki/>'s jumpscare even after the sound ceased. It is now fixed.
**This bug can still happen if players traveled through many rooms when ''Ambush'' is at the back.
* When the Hotel+ Update was first released a bug occurred where ''Ambush'' would spawn in the upcoming room instead of the previous room. It would then proceed to rebound in reverse; however, this was fixed shortly after release.
** This bug can still happen if players traveled through many rooms when ''Ambush'' is at the back.
* There was a bug where ''Ambush'' would clip through the floor of the room, causing players to only see its eyes as they watched it rebound.
* There was a bug where ''Ambush'' would clip through the floor of the room, causing players to only see its eyes as they watched it rebound.
* There was a bug where if you open more doors after ''Ambush'' has done its first rebound, ''Ambush'' will not shatter the lights in the room/s that have just been opened when going through them. ''Ambush'' was most likely only meant to shatter the lights on the first rebound. This is not the case anymore as ''Ambush'' no longer breaks the lights on the first rebound.
*There was a bug where if you open more doors after ''Ambush'' has done its first rebound, ''Ambush'' will not shatter the lights in the room/s that have just been opened when going through them. ''Ambush'' was most likely only meant to shatter the lights on the first rebound. This is not the case anymore as ''Ambush'' no longer breaks the lights on the first rebound.
* There was a bug where ''Ambush'' wouldn't break the lights after killing a player. This happened because when Ambush killed a player, it would bounce back as if it finished its first rebound. This has been fixed.
* There was a bug where ''Ambush'' did not shatter the lights as it moved. This has been made intentional as of The Mines update.
*There was a bug where coins may protect players from dying to [[Rush]], ''Ambush'', [[The Rooms|A-60]], [[The Rooms|A-120]] and [[The Backdoor|Blitz]]. This has since been patched.
* There is currently a bug where ''Ambush'' randomly rebounds on its path. This is likely to happen because ''Ambush'' might be entering and exiting from a different path instead of the previous door. The same bug happens with Rush, A-60 and Blitz.
* There was a bug where ''Ambush'' did not shatter the lights as it moved. This has a chance to have been made intentional as of The Mines update as ''Ambush'' no longer breaks the lights.
*There is a bug where [[Snare]] may protect players from dying to Rush, ''Ambush'', A-60 and A-120.
* There is a bug where if the player crucifies ''Ambush'' with the "Again and Again and Again" modifier, ''Ambush'' never spawns again until a natural ''Ambush'' spawns.
*There is currently a bug with the "Again & Again & Again" modifier that allows a player to select this modifier, if a player has "Hotel Hell" [[achievements|achievement]], even if a player does not have the "Unbound" achievement.
* There is currently a bug where if the player encounters a natural ''Ambush'' with the "Again and Again and Again" modifier, that ''Ambush'' with the modifier one will go on forever.
*There is a bug where if a player hides in a hiding spot while ''Ambush'' is near it, ''Ambush'' would still be able to kill players.
*There is a bug where if a player opens doors while ''Ambush'' is moving, sometimes ''Ambush'' will skip its normal path and will go in a straight line to the next unopened door.
* There was a few bugs where if the "Again and Again and Again" modifier was activated, ''Ambush'' would rebound more than once, take a shortcut from outside the building to the next door (ignoring its path), come from the front and have no entrance sound from the second spawn and would spawn in the current room from the third spawn and would happen during every odd number spawn. All these bugs have been fixed.
* There is a bug where you can void ''Ambush'' if the "Again and Again and Again" modifier was activated.
*There is a very rare bug where if ''Ambush'' kills a player the next door will open. This happens because an invisible part of a player gets flung into the door, causing it to open.
**This bug can also cause unnumbered doors to open or certain cutscenes to activate, such as [[Seek]]'s.
* There is a bug where ''Ambush'' can randomly kill you with no warning. There is no hint that this is patched yet.
**The same can happen with Blitz and in extremely rare cases with Rush.
* There was a bug where coins may protect players from dying to [[Rush]], ''Ambush'', [[The Rooms|A-60]], [[The Rooms|A-120]] and [[The Backdoor|Blitz]]. This has since been patched.
*There is a really rare bug since The Backdoor update where ''Ambush'' randomly disappears for a few seconds and appears again where it disappeared. The same can happen with Rush and Blitz.
* There is a bug where [[Snare]] may protect players from dying to Rush, ''Ambush'', A-60 and A-120.
*''Ambush'' can be delayed when crucified when the "Again & Again & Again" Modifier is activated.
* There is currently a bug with the "Again & Again & Again" modifier that allows a player to select this modifier, if a player has "Hotel Hell" [[achievements|achievement]], even if a player does not have the "Unbound" achievement.
* There is a bug where if a player hides in a hiding spot while ''Ambush'' is near it, ''Ambush'' would still be able to kill players.
*There is a bug where if ''Ambush'' spawns and there are several opened doors, [[Void]] may manifest, teleporting all players into the latest opened room guaranteeing the death of every player.
*There is a bug that allows you to survive ''Ambush'' in [[The Mines]] by simply opening a drawer and crouching in its hitbox, but it's best not to rely on this as it's not guaranteed to work and will likely be patched in the future. This was most likely patched as of the Content Update.{{Citation Needed}}
* There is a bug where if a player opens doors while ''Ambush'' is moving, sometimes ''Ambush'' will skip its normal path and will go in a straight line to the next unopened door.
*When The Mines update first came out, the "Again & Again & Again" modifier was broken. ''Ambush'' would only spawn at Door 7 and would never come back unless of a normal encounter. This was fixed later.
* There is a very rare bug where if ''Ambush'' kills a player the next door will open. This happens because an invisible part of a player gets flung into the door, causing it to open.
*''Ambush'' may take up to one minute to rebound, likely due to a bug.<ref>Ambush rebounding after more than one minute, appearing during the Seek chase. https://www.youtube.com/live/QlYKmK3kCm4?si=mYkiZzTVcb5-xLUR&t=9597</ref>
** This bug can also cause unnumbered doors to open or certain cutscenes to activate, such as [[Seek]]'s.
** The same can happen with Blitz and in extremely rare cases with Rush.
* There is a really rare bug since The Backdoor update where ''Ambush'' randomly disappears for a few seconds and appears again where it disappeared. The same can happen with Rush and Blitz.
* ''Ambush'' can be delayed when crucified when the "Again & Again & Again" Modifier is activated.
* There is a bug where if ''Ambush'' spawns and there are several opened doors, [[Void]] may manifest, teleporting all players into the latest opened room guaranteeing the death of every player.
* There is a bug that allows you to survive ''Ambush'' in [[The Mines]] by simply opening a drawer and crouching in its hitbox, but it's best not to rely on this as it's not guaranteed to work and will likely be patched in the future. This was most likely patched as of the Content Update.{{CN}}
* When The Mines update first came out, the "Again & Again & Again" modifier was broken. ''Ambush'' would only spawn at Door 7 and would never come back unless of a normal encounter. This was fixed later.
* ''Ambush'' may take up to one minute to rebound, likely due to a bug.<ref>Ambush rebounding after more than one minute, appearing during the Seek chase. https://www.youtube.com/live/QlYKmK3kCm4?si=mYkiZzTVcb5-xLUR&t=9597</ref>
* After The Mines update, ''Ambush's'' voice has completely broke and bugged, ''Ambush'' now only makes a sound when it reaches close to a player and rebounds.
* There"s a bug where if Ambush spawns past 190 in the mines its far audio will cut out after its first pass.


== {{Icons|Trivia}} Trivia ==
=={{Icons|Trivia}} Trivia==
* ''Ambush'' rarely spawns anymore.
*''Ambush'' rarely spawns anymore.
* ''Ambush'' was originally going to be classified as a "Mobble" [[List of Entities|entity]], an alternative version of [[Jack]].{{CN}}
*''Ambush'' was originally going to be classified as a "Mobble" [[List of Entities|entity]], an alternative version of [[Jack]].{{Fact}}
* Excluding non-canon entities, ''Ambush'' is the fastest entity in ''[[DOORS]]''. It used to be A-60 before ''Ambush''<nowiki/>'s speed was increased in the Haunt update.
*Excluding non-canon entities, ''Ambush'' is the fastest entity in ''[[DOORS]]''. It used to be A-60 before ''Ambush''<nowiki/>'s speed was increased in the Haunt update.
* ''Ambush'' is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones{{CN}}).
*''Ambush'' is the only entity with multiple "attack" sounds (in which the pitch is always randomly generated, equaling infinite tones{{Fact}}).
* ''Ambush''<nowiki/>'s "scream" originates from an audio called [https://www.roblox.com/library/8880765497 GLITCHY SCREAM LOOP] from a user called [https://www.roblox.com/users/1175346963/profile#!/about Condecadence].
*''Ambush''<nowiki/>'s "scream" originates from an audio called [https://www.roblox.com/library/8880765497 GLITCHY SCREAM LOOP] from a user called [https://www.roblox.com/users/1175346963/profile#!/about Condecadence].
* ''Ambush''<nowiki/>'s scream is in the form of a Shepard's tone.
*''Ambush''<nowiki/>'s scream is in the form of a Shepard's tone.
* ''Ambush''<nowiki/>'s jump-scare appears when [[player]]s try to exploit the game. This version of ''Ambush'' is called "Anti Cheat Ambush."{{Exploiting Inline}}
*''Ambush''<nowiki/>'s jump-scare appears when [[player]]s try to exploit the game. This version of ''Ambush'' is called "Anti Cheat Ambush."{{Exploiting Inline}}
** Before the [[The Hotel+ Update]], a unique [[Guiding Light]] message was shown after the jump-scare, which repeated "bruh" multiple times before and after saying that ''Ambush'' has killed a player "infinite" times. ("btw ambush killed you infinite times so all your revives are gone sorry")
** Before the [[Update Logs#January|Hotel+ Update]], a unique [[Guiding Light]] message was shown after the jump-scare, which repeated "bruh" multiple times before and after saying that ''Ambush'' has killed a player "infinite" times. ("btw ambush killed you infinite times so all your revives are gone sorry")
*** After the Hotel+ Update, the message after the jump-scare is the same message players would receive if they died to ''Ambush'' typically.
***After the Hotel+ Update, the message after the jump-scare is the same message players would receive if they died to ''Ambush'' typically.
** After dying to Anti-cheat ''Ambush'', 100 [[revives]] are removed from player's inventories.
**After dying to Anti-cheat ''Ambush'', 100 [[revives]] are removed from player's inventories.
** Anti-cheat ''Ambush'' is used to "trick exploits" into thinking that ''Ambush'' has spawned typically.{{CN}}
** Anti-cheat ''Ambush'' is used to "trick exploits" into thinking that ''Ambush'' has spawned typically.{{Fact}}
*** [[Rush]] and [[Dread]] will spawn as well.{{CN}}
***[[Rush]] and [[Dread]] will spawn as well.{{Fact}}
* Before the Hotel+ Update, ''Ambush'' could, and was likely to, spawn in Doors 90–98.
*Before the Hotel+ Update, ''Ambush'' could, and was likely to, spawn in Doors 90–98.
** After the Hotel+ Update, Doors 90-98 were replaced by [[The Greenhouse]] where Ambush cannot spawn. Because of this, Ambush's likely now spawns between the second [[Seek]] chase and The Greenhouse.
**After the Hotel+ Update, Doors 90-98 were replaced by [[The Greenhouse]] where Ambush cannot spawn. Because of this, Ambush often spawns between the second [[Seek]] chase and The Greenhouse.
* According to [[RediblesQW]], a ''DOORS'' developer, a future UGC item may be based on ''Ambush''.<ref>[https://twitter.com/RediblesQW/status/1572970317232082949 "(ambush too)"] – Redibles, Twitter</ref>
*According to [[RediblesQW]], a ''DOORS'' developer, a future UGC item may be based on ''Ambush''.<ref>[https://twitter.com/RediblesQW/status/1572970317232082949 "(ambush too)"] – Redibles, Twitter</ref>
* According to RediblesQW, should ''Ambush'' bleed, it can be killed, though it is unknown if it can bleed.<ref>[https://twitter.com/RediblesQW/status/1564306280549867520 Q: "Does rush and ambush have a working circulatory system?" A: "if it bleeds, you can kill it... ive personally never seen them bleed"] – Redibles, Twitter</ref>
* According to RediblesQW, should ''Ambush'' bleed, it can be killed, though it is unknown if it can bleed.<ref>[https://twitter.com/RediblesQW/status/1564306280549867520 Q: "Does rush and ambush have a working circulatory system?" A: "if it bleeds, you can kill it... ive personally never seen them bleed"] – Redibles, Twitter</ref>
* ''Ambush''<nowiki/>'s design was created by [[Ghostly Wowzers]], a ''DOORS'' developer, combining and editing facial features that make images "scary" with what resembles a front-facing [[Jack]].<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000095159#4400000000000315491 "i originally had no direction towards what to make ambush look like and just tried to reference what made images really scary (big soulless eyes and a giant mouth), i took the base image of a front-facing jack and just edited it a bunch to make the current ambush."] – Ghostly_Wowzers</ref><ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000091188#4400000000000282980 "didnt really have an inspiration image for ambush, but i based it off jacks image and just edited around to see what would stick"] – Ghostly_Wowzers</ref>
*''Ambush''<nowiki/>'s design was created by [[Ghostly Wowzers]], a ''DOORS'' developer, combining and editing facial features that make images "scary" with what resembles a front-facing [[Jack]].<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000095159#4400000000000315491 "i originally had no direction towards what to make ambush look like and just tried to reference what made images really scary (big soulless eyes and a giant mouth), i took the base image of a front-facing jack and just edited it a bunch to make the current ambush."] – Ghostly_Wowzers</ref><ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000091188#4400000000000282980 "didnt really have an inspiration image for ambush, but i based it off jacks image and just edited around to see what would stick"] – Ghostly_Wowzers</ref>
* According to Ghostly Wowzers, ''Ambush'''s design was not difficult to draw and was mostly drawn in under a day.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000089547#4400000000000270713 Q: "Also, How hard was it designing the Characters (Rush, Ambush and Jack)?" A: "not that hard, they were mostly finished in under a day"] – Ghostly_Wowzers</ref>
*According to Ghostly Wowzers, ''Ambush'''s design was not difficult to draw and was mostly drawn in under a day.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000089547#4400000000000270713 Q: "Also, How hard was it designing the Characters (Rush, Ambush and Jack)?" A: "not that hard, they were mostly finished in under a day"] – Ghostly_Wowzers</ref>
* ''Ambush''<nowiki/>'s image file is titled “scarywormface”, referencing its 2nd original design.{{CN}}
*''Ambush''<nowiki/>'s image file is titled “scarywormface”, referencing its 2nd original design.{{Fact}}
* ''Ambush''<nowiki/>'s magenta-green glow is present if a player's graphics are set under 3.{{CN}}
*''Ambush''<nowiki/>'s magenta-green glow is present if a player's graphics are set under 3.{{Fact}}
** ''Ambush''<nowiki/>'s red aura is only present if a player's graphics are nearly maxed.
**''Ambush''<nowiki/>'s red aura is only present if a player's graphics are nearly maxed.
** ''Ambush''<nowiki/>'s red aura previously used to mistaken players to think "''A-60'' spawned with Ambush".
*''Ambush''<nowiki/> is currently the only entity with multiple jumpscares.
* ''Ambush'' is currently the only entity with multiple jumpscares.
* Ambush and [[Glitch]] could be connected, as they both share the glitchy effect that Glitch possesses.
* Ambush and [[Glitch]] could be connected, as they both share the glitchy effect that Glitch possesses.
* In [[The Mines Update|The Mines update]], for unknown reasons, Ambush no longer breaks the lights in the current and previous rooms. However, the lights in the next room break on their own before Ambush initially attacks.
* In [[The Mines Update|The Mines update]], for unknown reasons, Ambush no longer breaks the lights in the current and previous rooms. However, Ambush still breaks the lights in the next room without lights breaking sound.
** If the player opens the next room when Ambush appears, the lights in it will break with the sound of the lights breaking.
** If the player opens the next room when Ambush appears, the lights in it will break with the sound of the lights breaking.
*


== {{Icons|Achievement}} Related achievements ==
=={{Icons|Achievement}} Related achievements==
<div style="overflow-y:scroll; height:320px; width:100%;">
<div style="overflow-y:scroll; height:320px; width:100%;">
{{Achievement
{{Achievement
Line 292: Line 241:
</div>
</div>


== {{Icons|History}} History ==
=={{Icons|History}} History==
{{Log|October 24, 2024|Ambush's speed is increased.}}{{Log|August 30, 2024|Ambush got added in The Mines and given the following changes:<br>- It was made slower, making it as fast as Rush.<br>- Its behavior was altered due to Hide’s rework and to increase its threat to players.<br>- Its hitbox was made significantly smaller, comparable to Rush, albeit a bit larger, allowing players to survive Ambush by being far enough from its path, much like Rush. <br>- Its arrival cue was made quieter, making it harder to tell when it spawns. <br>- Ambush no longer breaks the lights, relying on purely sound.}}{{Log
{{Log|October 24, 2024|Ambush's speed is increased.}}{{Log|August 30, 2024|Ambush got added in The Mines and given the following nerfs:<br>- It was made slower, making it as fast as Rush.<br>- Its behavior was altered due to Hide’s rework.<br>- Its hitbox was made significantly smaller, comparable to Rush, albeit a bit larger. Allowing players to survive Ambush by being far enough from its path, much like Rush. <br> It also received a slight buff:<br>- Its arrival cue was made quieter, making it harder to tell when it spawns.}}{{Log
|1=January 28, 2023
|1=January 28, 2023
|2=''Ambush'' no longer flickers the lights upon arrival. Still breaks lights upon rebounding. Players can now only rely on sound to prepare for ''Ambush''.}}{{Log|November 21, 2022|Anti-Cheat mechanic introduced{{Exploiting Inline}}}}{{Log|August 10, 2022|Introduced}}
|2=''Ambush'' no longer flickers the lights upon arrival. Still breaks lights upon rebounding. Players can now only rely on sound to prepare for ''Ambush''.}}{{Log|November 21, 2022|Anti-Cheat mechanic introduced{{Exploiting Inline}}}}{{Log|August 10, 2022|Introduced}}
== Gallery==

== {{Icons|Gallery}} Gallery ==
<tabber>
<tabber>
|-|In-game=
|-|In-game=
Line 312: Line 260:
Close view of Ambush.png|A very close view of ''Ambush''.
Close view of Ambush.png|A very close view of ''Ambush''.
Ambush28531.png|A far view of ''Ambush''.
Ambush28531.png|A far view of ''Ambush''.
AmbushOldDoor99.jpg|''Ambush'' as seen by a player [[hiding]] under a bed in Door 99, prior to [[The Hotel+ Update]].
AmbushOldDoor99.jpg|''Ambush'' as seen by a player [[hiding]] under a bed in Door 99, prior to the [[Hotel+ Update]].
AmbushComing.jpg|''Ambush'' about to kill a player.
AmbushComing.jpg|''Ambush'' about to kill a player.
AmbushVent.jpg|''Ambush'' as seen by a player "[[hiding]]" inside of a vent prior to [[The Hotel+ Update]].
AmbushVent.jpg|''Ambush'' as seen by a player "[[hiding]]" inside of a vent prior to the [[Hotel+ Update]].
AmbushOutside.jpg|''Ambush'' outside of a hallway's window; experiencing a "path bug."
AmbushOutside.jpg|''Ambush'' outside of a hallway's window; experiencing a "path bug."
AmbushDevour.jpg|''Ambush'''s face engulfing the entire screen during its jumpscare.
AmbushDevour.jpg|''Ambush'''s face engulfing the entire screen during its jumpscare.
Line 325: Line 273:
Scar ywormface.png|''Ambush'' without the glow effect.
Scar ywormface.png|''Ambush'' without the glow effect.
AmbushUnusedOldestSprite.png|The original unedited version of ''Ambush''<nowiki/>'s current sprite, that being without the green recoloration or glitch effects.
AmbushUnusedOldestSprite.png|The original unedited version of ''Ambush''<nowiki/>'s current sprite, that being without the green recoloration or glitch effects.
Ambush Original.png|''Ambush''<nowiki/>'s old image in the Roblox marketplace titled "ScaryWormFace". Note that this image is private.{{CN}}
Ambush Original.png|''Ambush''<nowiki/>'s old image in the Roblox marketplace titled "ScaryWormFace". Note that this image is private.{{Fact}}
AmbushTowerNew.png|''Ambush''<nowiki/>'s design in the Tower Heroes x Doors event.
AmbushTowerNew.png|''Ambush''<nowiki/>'s design in the Tower Heroes x Doors event.
Retro ambush.png|''Ambush''’s design in [[Retro Mode]]
Retro ambush.png|''Ambush''’s design in [[Retro Mode]]
Line 334: Line 282:
Rebound Badge.png|The "Rebound" [[Achievement]]s image.
Rebound Badge.png|The "Rebound" [[Achievement]]s image.
Ambushcrucifixbadge.jpeg|The Unbound badge, but brightened.
Ambushcrucifixbadge.jpeg|The Unbound badge, but brightened.
AmbushByCaptainJack.webp|Ambush's original design; a "Mobble" entity.{{CN}}
AmbushByCaptainJack.webp|Ambush's original design; a "Mobble" entity.{{Fact}}
</gallery>
</gallery>
</tabber>
</tabber>


== {{Icons|Gallery}} References ==
=={{Icons|Gallery}} References==
{{Scroll Box|content={{Reflist}}}}
{{Scroll Box|content={{Reflist}}}}{{Navigation}}
[[ru:Амбуш]]

[[es:Ambush]]
=={{Icons|History}} Navigation==
[[pt-br:Ambush]]
{{Navigation}}
[[Category:Entities]]
[[Category:Entities]]
[[Category:2D Entities]]
[[Category:2D Entities]]
[[Category:Hostile Entities]]
[[Category:Hostile Entities]]
[[Category:Lethal Entities]]
[[Category:Lethal Entities]]
[[Category:The Hotel]]
[[Category:Hotel]]
[[Category:Instakill Entities]]
[[Category:The Mines]]
[[Category:The Mines]]
[[Category:Instakill Entities]]

[[ru:Амбуш]]
[[es:Ambush]]
[[pt-br:Ambush]]
Please note that all contributions to DOORS Wiki are considered to be released under the Creative Commons Attribution-ShareAlike (see DOORS Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)
Below are some commonly used wiki markup codes. Simply click on what you want to use and it will appear in the edit box above.

View this template